My Best Clash Royale Deck

Deck Check Rating

Attack
Bad
Defense
Godly!
Synergy
RIP
Versatility
Good
F2P score
Bad

2 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Dart Goblin Electro Dragon Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bomber Knight Royal Recruits Electro Dragon Electro Wizard Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Recruits

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Royal Recruits Dart Goblin

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Dragon Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bomber Royal Recruits Skeleton Army
Giant Snowball
Bomber Royal Recruits Dart Goblin Skeleton Army Electro Dragon
Zap
Bomber Dart Goblin Skeleton Army
Barbarian Barrel
Bomber Knight Royal Recruits Dart Goblin Skeleton Army Electro Wizard
The Log
Bomber Royal Recruits Dart Goblin Skeleton Army
Earthquake
Bomber Skeleton Army
Arrows
Bomber Royal Recruits Dart Goblin Skeleton Army
Royal Delivery
Bomber Knight Royal Recruits Dart Goblin Skeleton Army Electro Dragon Electro Wizard
Fireball
Bomber Dart Goblin Skeleton Army Electro Dragon Electro Wizard
Poison
Bomber Royal Recruits Dart Goblin Skeleton Army Electro Dragon Electro Wizard
Lightning
Knight Electro Dragon Electro Wizard Goblinstein
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Bomber Electro Dragon

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Knight Royal Recruits Skeleton Army

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Dart Goblin Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bomber Knight Dart Goblin Skeleton Army Electro Wizard Electro Dragon Goblinstein Royal Recruits

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 Bomber Knight Dart Goblin Skeleton Army

Attack Synergies 1 8

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bomber
Knight Royal Recruits
Knight
Dart Goblin Bomber Electro Dragon Electro Wizard
Royal Recruits
Bomber Dart Goblin Electro Dragon Electro Wizard
Dart Goblin
Knight Royal Recruits Electro Dragon
Skeleton Army
Electro Dragon
Knight Royal Recruits Dart Goblin
Electro Wizard
Knight Royal Recruits
Goblinstein

Defense Synergies 4 11

Bomber
Knight Royal Recruits Electro Wizard
Knight
Bomber Dart Goblin Electro Dragon Electro Wizard Skeleton Army
Royal Recruits
Bomber Dart Goblin Skeleton Army
Dart Goblin
Knight Royal Recruits Skeleton Army Electro Dragon Electro Wizard
Skeleton Army
Knight Royal Recruits Dart Goblin Electro Dragon Electro Wizard
Electro Dragon
Knight Dart Goblin Skeleton Army Electro Wizard
Electro Wizard
Knight Bomber Dart Goblin Skeleton Army Electro Dragon
Goblinstein

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Bomber Knight Royal Recruits Dart Goblin Electro Dragon Electro Wizard
Skeleton Army Knight Royal Recruits Dart Goblin Electro Dragon Electro Wizard
Skeleton Army Bomber Knight Royal Recruits Dart Goblin Electro Dragon Electro Wizard
Royal Recruits Skeleton Army Knight Dart Goblin Electro Dragon Electro Wizard
Bomber Royal Recruits Skeleton Army
Skeleton Army Bomber Dart Goblin Electro Dragon Electro Wizard
Dart Goblin Electro Wizard Electro Dragon
Royal Recruits Dart Goblin Electro Dragon Electro Wizard
Royal Recruits Skeleton Army
Knight Skeleton Army Bomber Royal Recruits Dart Goblin Electro Wizard
Dart Goblin Skeleton Army Electro Wizard Bomber Knight Royal Recruits Electro Dragon
Dart Goblin Electro Dragon Electro Wizard
Royal Recruits Skeleton Army Bomber Knight Electro Dragon Electro Wizard
Bomber Skeleton Army Royal Recruits Dart Goblin Electro Dragon Electro Wizard
Royal Recruits Skeleton Army Knight Electro Wizard
Skeleton Army Royal Recruits Electro Wizard
Bomber Knight Royal Recruits Skeleton Army Electro Dragon Electro Wizard
Bomber Knight Royal Recruits Dart Goblin Skeleton Army Electro Dragon Electro Wizard
Bomber Knight Royal Recruits Dart Goblin Electro Dragon Electro Wizard
Royal Recruits Dart Goblin Electro Wizard
Bomber Royal Recruits Skeleton Army Knight Dart Goblin Electro Dragon Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Royal Recruits Skeleton Army Electro Wizard
Electro Wizard Bomber Knight Electro Dragon
Royal Recruits Skeleton Army Knight Electro Dragon Electro Wizard
Royal Recruits Skeleton Army Knight Electro Wizard
Royal Recruits Knight Skeleton Army
Dart Goblin Electro Dragon Electro Wizard
Royal Recruits Skeleton Army Knight Dart Goblin Electro Wizard
Knight Royal Recruits Skeleton Army
Royal Recruits Electro Dragon Electro Wizard Knight Skeleton Army
Royal Recruits Dart Goblin Skeleton Army
Knight Royal Recruits Dart Goblin Electro Dragon
Royal Recruits Skeleton Army Electro Wizard
Royal Recruits Skeleton Army Knight
Royal Recruits Bomber Dart Goblin Skeleton Army Electro Dragon
Royal Recruits Skeleton Army Electro Dragon Electro Wizard Bomber Knight Dart Goblin
Bomber Royal Recruits Dart Goblin Electro Dragon Electro Wizard
Bomber Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Knight Royal Recruits Dart Goblin Electro Dragon
Dart Goblin Electro Dragon Electro Wizard
Dart Goblin Electro Dragon
Knight Royal Recruits Dart Goblin
Bomber
Dart Goblin Electro Dragon
Bomber Dart Goblin
Dart Goblin Electro Dragon
Dart Goblin Electro Dragon
Electro Dragon Electro Wizard
Knight Royal Recruits Dart Goblin Electro Dragon Electro Wizard
Dart Goblin Electro Dragon
Knight Dart Goblin
Dart Goblin Electro Dragon
Dart Goblin
Bomber Dart Goblin Electro Dragon
Royal Recruits Dart Goblin Electro Dragon
Bomber
Bomber Dart Goblin Electro Dragon Electro Wizard
Bomber Dart Goblin Electro Dragon
Royal Recruits Electro Dragon
Bomber Electro Dragon
Dart Goblin Electro Dragon Electro Wizard
Electro Dragon
Dart Goblin
Dart Goblin Electro Dragon Electro Wizard
Electro Dragon Electro Wizard Dart Goblin
Bomber Dart Goblin Electro Dragon
Electro Dragon Electro Wizard
Electro Wizard Royal Recruits Dart Goblin Skeleton Army Electro Dragon
Dart Goblin Electro Dragon Electro Wizard
Knight Dart Goblin Electro Dragon Electro Wizard
Bomber Dart Goblin Electro Dragon
Royal Recruits Dart Goblin Electro Dragon
Electro Dragon Royal Recruits Dart Goblin Electro Wizard
Dart Goblin Electro Dragon Electro Wizard
Electro Dragon Royal Recruits Dart Goblin Electro Wizard
Dart Goblin Electro Dragon

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